Sorry if I'm asking a question that has already been posted to death, but are there plans to continue the line of Complete Powergamers guides? I enjoyed the Fighter guide and have found the Wizards guide to be a incredible resource, so I'd love to see guides to Clerics and Rogues as well.

_________________It is better to be hated for who you are;
Than loved for who you are not

Second on the request! I think I'd prefer a Rogue guide over a Cleric guide as you'd be forced to use the Gods from the SRD and I use a different campaign setting but it would still be chock full of great tips and ideas that would cast Clerics in a totally different light for me.

_________________It is better to be hated for who you are;
Than loved for who you are not

As someone who frequently ends up playing clerics, I'd be very interested in a Clerics book. Although, the one I'm playing right now is a Str 10 wimp, the Support Mage section of the Wizards book has been helpful.

And since they're both published by you, would you be able to use the gods from the Blackmoor setting? I'd be just as happy with just the gods from the SRD, but I think a discussion of the various domains irrespective of god would be good. Maybe there is a god in some setting with Plant and War even if it's not in the srd.

I'd also like to see Power Gamer Guides for Rogues and Clerics, however, I would disagree with the poster that suggested using gods from Blackmoor. One of the key advantages to the previous two guides was that they contained info that was 100% compatible with the Core Rules, and I don't think you should abandon that. Besides, in addition to examining gods in the PHB, I would imagine the guide would discuss domains in detail, which would be of use in any campaign.

The Warrior and Wizard Guides were great reads! Keep up the good work!

I'd guess that divine casters would be treated together. While the core focus of such a book would certainly be Clerics, it would need to include information for Paladins, Druids and Rangers as well -- at least from their spellcasting perspectives.

The interesting thing with such a book is more than any of the other guides, such a book could play off the strengths of the other books. A cleric can be built up along several development paths -- a Crusader (Warrior/Healer benefiting from the Warrior strategy guide), a Divine Blaster (benefiting from the Wizard tips) or the Real Deal (all about healing, buffs and the like).

Paladins and Rangers would benefit greatly from the Warrior book, so a divine book would need to focus on what sets them apart from Fighters. Druids straddle the Cleric/Mage role pretty well (especially with spontaneous summoning instead of healing -- since summoning is Uber Powerful, as outlined in the Wizard guide), so they'd benefit greatly from both books.

_________________Crypt of the Devil Lich, Dungeon Interludes, The Mask of Death, Adventure Begins, Vault of the Dragon Kings, the Power Gamers Wizard Strategy Guide, The Adventure Continues, Palace in the Wastes and PhoenixCrawl Open

I would like to add my voice to the requests to continue these guides. Your Power Gamer Strategy Guide for Wizards is hands down the best d20 product I have purchased since the Player's Handbook I love your informal funny writing style (with phrases such as "frontline beat sticks"), I love how you're not afraid to pull punches (in sections like "Skills to Avoid", and then you tell us why!), and I love the great advice you've cooked up for how to really get the best out of a character! I would buy the cleric and rogue books in a heartbeat.

I'll cast my vote to have the cleric book first, but that's just because I'm biased at the moment playing a cleric. As BronzeDragon mentioned, the 'support specialist' section in the mage book has a lot of great advice for support clerics as well.

While I think that a lot of stuff from the WARRIOR guide is also usable for clerics, I'd rather see strategy guide for rogues. There is so much variation within this class that it would make a strategy guide worthwhile (exploring the burglar, bandit, fence, pickpocket, etc.).

I just recently cracked open the Wizards Strategy Guide. My wife had purchased it for me awhile back, and then languished on my bookshelf until I decided to pick it up again.

I have to say...I'm impressed. I LOVE spellcasters, so I've explored many of the ideas explored in the guide (and some of the concepts I just gravitated toward, having played spellcasters so often)...but this guide offers a lot that experienced players can appreciate and learn from. Great job guys!

I wouldn't mind seeing a multiclass/prestige class strategy guide as well. There are some classes that benefit from multiclassing (these usually aren't the spellcasting classes). I've found the rogue class to be one that lends itself well to multiclassing (lots of skills, evasion, backstab damage). Adding additional classes to rogue can help improve him as a "thief" (find traps, detect magic, knock, detect poison, etc), and the ability to backstab makes a rogue/fighter combination enticing as well.

I wouldn't mind some mention of multiclassing if there is ever a strategy guide made for rogues though. Maybe a section on mitigating the need for a high level rogue (through use of spells)? A player could take one level of rogue for the ability to disarm magical traps and only pump points into that as they continue to advance in other classes.

_________________Dark Oracle of Gaming

Last edited by fathead on Wed Jul 18, 2007 5:45 am, edited 1 time in total.

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